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Red9 ProPack: Unreal ART Rig Integrations

Red9 ProPack: RigManager – Unreal ART Rig support

Delighted to be able to go through the new integrated hooks we’ve added to Red9 ProPack to natively support the Unreal ART Rig. This arose out of a conversation with Jeremy Ernst and Brad Clark wanting animation mirroring working on the Art Rig, but quickly turned into a new wiring setup for ProPack that we’ll be expanding to other Rig systems out there soon.

This massively expands on the abilities of the Unreal Animation Tool Kit (ART) Rig by exposing all of the ProPack goodness in a single click, wiring the rig fully to the MetaData subsystems. In this demo we quickly go through the integration to some of our core tools including :

  • Animation ReDirector, perfect for simple aimposes as well as cutscenes alike.
  • Animation format handling (r9anim) our integrated animation format, fast and very flexible, allowing loading of data in relative world space!
  • Custom RMB DAG menu exposure for fast access to core Red9 functions
  • ProPack Exporter, our own export handling and management system based on the MetaData backends, fully batchable and expandable.
  • P4 integrations, if running Perforce all of our core systems have integrated Perforce hooks.
  • Pose Handling, full pose library management
  • Animation Mirroring, yes, a simple click to mirror your poses or animations.

For more details please contact us directly for pricing or to arrange a demo of the ProPack.

Red9 ProPack : Dynamic Timecode management within Maya for Cloud Imperium Games

Complex Production Timecode Tamed!

Ever wondered how a massive production like Cloud Imperium Game’s Squadron 42 deals with the physical amount of performance capture data. How do you manage the sync of separate animation and audio files over multiple shoots, syncing data of headcam footage with audio trimmed and edited into smaller game clips? This demo goes through live assets from CIG and demonstrates the new Dynamic timecode support within the ProPack itself. This is a massive integration of all of our timecode management and syncing systems, expanding on our previous work to produce a very flexible new way of working. This is very relevant to anybody dealing with mass facial performance data.

CIG wanted to track facial performance capture, on-mass, from a master video edit and EDL, cut offline from all the Headcam footage from an entire days performance shoot. The issue was that they then ended up with a single headcam video sequence, containing multiple non-consistent timecodes, yet still needed to be able to sync all the edited audio clips back to the data tracked from this single video.

The tools allowed them to do just that in a simple workflow that not only auto-synced the audio back to the data, but also setup all the export ranges, names and events as well as creating individual r9Anim files of each clip, allowing them to be later loaded back against the body data. Note that the export ranges in the demo were actually extracted directly from the original offline EDL file itself.

Massive thanks to Cloud Imperium Games for letting us show this internal demo.